2021-06-30 16:25:32 +02:00

174 lines
6.9 KiB
Java

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector3;
import com.esotericsoftware.spine.AnimationState.AnimationStateListener;
import com.esotericsoftware.spine.AnimationState.TrackEntry;
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
public class SimpleTest2 extends ApplicationAdapter {
OrthographicCamera camera;
TwoColorPolygonBatch batch;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
TextureAtlas atlas;
Skeleton skeleton;
SkeletonBounds bounds;
AnimationState state;
public void create () {
camera = new OrthographicCamera();
batch = new TwoColorPolygonBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
debugRenderer = new SkeletonRendererDebug();
atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-ess.json"));
skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
skeleton.setPosition(250, 20);
skeleton.setAttachment("head-bb", "head"); // Attach "head" bounding box to "head-bb" slot.
bounds = new SkeletonBounds(); // Convenience class to do hit detection with bounding boxes.
AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
stateData.setMix("run", "jump", 0.2f);
stateData.setMix("jump", "run", 0.2f);
stateData.setMix("jump", "jump", 0);
state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
state.setTimeScale(0.3f); // Slow all animations down to 30% speed.
state.addListener(new AnimationStateListener() {
public void start (TrackEntry entry) {
System.out.println(entry.getTrackIndex() + " start: " + entry);
}
public void interrupt (TrackEntry entry) {
System.out.println(entry.getTrackIndex() + " interrupt: " + entry);
}
public void end (TrackEntry entry) {
System.out.println(entry.getTrackIndex() + " end: " + entry);
}
public void dispose (TrackEntry entry) {
System.out.println(entry.getTrackIndex() + " dispose: " + entry);
}
public void complete (TrackEntry entry) {
System.out.println(entry.getTrackIndex() + " complete: " + entry);
}
public void event (TrackEntry entry, Event event) {
System.out
.println(entry.getTrackIndex() + " event: " + entry + ", " + event.getData().getName() + ", " + event.getInt());
}
});
// Set animation on track 0.
state.setAnimation(0, "run", true);
Gdx.input.setInputProcessor(new InputAdapter() {
final Vector3 point = new Vector3();
public boolean touchDown (int screenX, int screenY, int pointer, int button) {
camera.unproject(point.set(screenX, screenY, 0)); // Convert window to world coordinates.
bounds.update(skeleton, true); // Update SkeletonBounds with current skeleton bounding box positions.
if (bounds.aabbContainsPoint(point.x, point.y)) { // Check if inside AABB first. This check is fast.
BoundingBoxAttachment hit = bounds.containsPoint(point.x, point.y); // Check if inside a bounding box.
if (hit != null) {
System.out.println("hit: " + hit);
skeleton.findSlot("head").getColor().set(Color.RED); // Turn head red until touchUp.
}
}
return true;
}
public boolean touchUp (int screenX, int screenY, int pointer, int button) {
skeleton.findSlot("head").getColor().set(Color.WHITE);
return true;
}
public boolean keyDown (int keycode) {
state.setAnimation(0, "jump", false); // Set animation on track 0 to jump.
state.addAnimation(0, "run", true, 0); // Queue run to play after jump.
return true;
}
});
}
public void render () {
state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (state.apply(skeleton)) // Poses skeleton using current animations. This sets the bones' local SRT.
skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
camera.update();
batch.getProjectionMatrix().set(camera.combined);
debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);
batch.begin();
renderer.draw(batch, skeleton); // Draw the skeleton images.
batch.end();
debugRenderer.draw(skeleton); // Draw debug lines.
}
public void resize (int width, int height) {
camera.setToOrtho(false); // Update camera with new size.
}
public void dispose () {
atlas.dispose();
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new SimpleTest2());
}
}